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Merge branch 'master' of https://github.com/rheit/zdoom into g1.x
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commit
cabf461c6b
3 changed files with 7 additions and 8 deletions
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@ -1191,7 +1191,7 @@ void AM_changeWindowLoc ()
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oincy = incy = m_paninc.y * SCREENHEIGHT / 200;
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oincy = incy = m_paninc.y * SCREENHEIGHT / 200;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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AM_rotate(&incx, &incy, players[consoleplayer].camera->Angles.Yaw + 90.);
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AM_rotate(&incx, &incy, players[consoleplayer].camera->Angles.Yaw - 90.);
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}
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}
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m_x += incx;
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m_x += incx;
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@ -1573,7 +1573,7 @@ void AM_doFollowPlayer ()
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sy = (f_oldloc.y - players[consoleplayer].camera->Y());
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sy = (f_oldloc.y - players[consoleplayer].camera->Y());
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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AM_rotate (&sx, &sy, players[consoleplayer].camera->Angles.Yaw + 90);
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AM_rotate (&sx, &sy, players[consoleplayer].camera->Angles.Yaw - 90);
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}
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}
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AM_ScrollParchment (sx, sy);
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AM_ScrollParchment (sx, sy);
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@ -2713,7 +2713,7 @@ void AM_drawPlayers ()
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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AM_rotatePoint (&pt.x, &pt.y);
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AM_rotatePoint (&pt.x, &pt.y);
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angle -= players[consoleplayer].camera->Angles.Yaw + 90.;
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angle -= players[consoleplayer].camera->Angles.Yaw - 90.;
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}
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}
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AM_drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y);
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AM_drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y);
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@ -2802,11 +2802,11 @@ void AM_drawThings ()
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const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
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const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
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frame = &SpriteFrames[spriteIndex];
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frame = &SpriteFrames[spriteIndex];
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DAngle angle = -t->Angles.Yaw + 90.;
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DAngle angle = 270. -t->Angles.Yaw;
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if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16;
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if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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angle += players[consoleplayer].camera->Angles.Yaw + 90.;
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angle += players[consoleplayer].camera->Angles.Yaw - 90.;
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}
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}
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rotation = int((angle.Normalized360() * (16. / 360.)).Degrees);
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rotation = int((angle.Normalized360() * (16. / 360.)).Degrees);
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@ -4689,7 +4689,7 @@ void P_AimCamera(AActor *t1, DVector3 &campos, sector_t *&CameraSector, bool &un
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double pc = pitch.Cos();
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double pc = pitch.Cos();
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vvec = { pc * angle.Cos(), pc * angle.Sin(), -pitch.Sin() };
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vvec = { pc * angle.Cos(), pc * angle.Sin(), pitch.Sin() };
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sz = t1->Top() - t1->Floorclip + clamp<double>(chase_height, -1000, 1000);
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sz = t1->Top() - t1->Floorclip + clamp<double>(chase_height, -1000, 1000);
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if (Trace(t1->PosAtZ(sz), t1->Sector, vvec, distance, 0, 0, NULL, trace) &&
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if (Trace(t1->PosAtZ(sz), t1->Sector, vvec, distance, 0, 0, NULL, trace) &&
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@ -5955,8 +5955,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
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PClassActor *type, DAngle angle, FTranslatedLineTarget *pLineTarget, AActor **pMissileActor,
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PClassActor *type, DAngle angle, FTranslatedLineTarget *pLineTarget, AActor **pMissileActor,
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bool nofreeaim, bool noautoaim, int aimflags)
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bool nofreeaim, bool noautoaim, int aimflags)
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{
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{
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//static const double angdiff[3] = { -5.625, 5.625, 0 };
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static const double angdiff[3] = { -5.625, 5.625, 0 };
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static const int angdiff[3] = { -(1<<26), 1<<26, 0 };
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DAngle an = angle;
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DAngle an = angle;
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DAngle pitch;
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DAngle pitch;
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FTranslatedLineTarget scratch;
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FTranslatedLineTarget scratch;
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